feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
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113
SVSim.BattleEngine/Engine/SpringPosition.cs
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113
SVSim.BattleEngine/Engine/SpringPosition.cs
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using UnityEngine;
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[AddComponentMenu("NGUI/Tween/Spring Position")]
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public class SpringPosition : MonoBehaviour
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{
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public delegate void OnFinished();
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public static SpringPosition current;
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public Vector3 target = Vector3.zero;
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public float strength = 10f;
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public bool worldSpace;
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public bool ignoreTimeScale;
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public bool updateScrollView;
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public OnFinished onFinished;
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[SerializeField]
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[HideInInspector]
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private GameObject eventReceiver;
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[SerializeField]
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[HideInInspector]
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public string callWhenFinished;
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private Transform mTrans;
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private float mThreshold;
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private UIScrollView mSv;
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private void Start()
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{
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mTrans = base.transform;
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if (updateScrollView)
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{
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mSv = NGUITools.FindInParents<UIScrollView>(base.gameObject);
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}
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}
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private void Update()
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{
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float deltaTime = (ignoreTimeScale ? RealTime.deltaTime : Time.deltaTime);
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if (worldSpace)
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{
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if (mThreshold == 0f)
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{
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mThreshold = (target - mTrans.position).sqrMagnitude * 0.001f;
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}
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mTrans.position = NGUIMath.SpringLerp(mTrans.position, target, strength, deltaTime);
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if (mThreshold >= (target - mTrans.position).sqrMagnitude)
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{
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mTrans.position = target;
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NotifyListeners();
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base.enabled = false;
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}
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}
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else
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{
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if (mThreshold == 0f)
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{
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mThreshold = (target - mTrans.localPosition).sqrMagnitude * 1E-05f;
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}
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mTrans.localPosition = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, deltaTime);
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if (mThreshold >= (target - mTrans.localPosition).sqrMagnitude)
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{
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mTrans.localPosition = target;
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NotifyListeners();
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base.enabled = false;
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}
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}
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if (mSv != null)
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{
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mSv.UpdateScrollbars(recalculateBounds: true);
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}
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}
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private void NotifyListeners()
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{
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current = this;
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if (onFinished != null)
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{
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onFinished();
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}
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if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
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{
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eventReceiver.SendMessage(callWhenFinished, this, SendMessageOptions.DontRequireReceiver);
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}
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current = null;
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}
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public static SpringPosition Begin(GameObject go, Vector3 pos, float strength)
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{
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SpringPosition springPosition = go.GetComponent<SpringPosition>();
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if (springPosition == null)
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{
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springPosition = go.AddComponent<SpringPosition>();
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}
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springPosition.target = pos;
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springPosition.strength = strength;
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springPosition.onFinished = null;
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if (!springPosition.enabled)
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{
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springPosition.mThreshold = 0f;
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springPosition.enabled = true;
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}
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return springPosition;
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}
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}
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